Rio Carnival Miku is my latest MMD Model Adoration Slideshow video
…on only the one model. Rio Carnival Miku works very well with the motion created by ureshiiiiii. Running this motion file, I saw very few, if any, collisions… you know:…
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…on only the one model. Rio Carnival Miku works very well with the motion created by ureshiiiiii. Running this motion file, I saw very few, if any, collisions… you know:…
…I saw quite a few simple collisions with arms passing through fabrics and body parts, but nothing major that distracted from my performance. I changed nothing in the downloaded motion…
…static physic. Also assign it to group to 16 and allow it to collide with any other physics by making sure none of the Non-collision Group boxes are checked. LEGS…
…to 80. … How about bone collision … that got us down to 20. … Another popular search is SCREEN SIZE. THAT got us tons of results… but the most…
…them to cap (which is a pill shaped looking physic) and you should be basically fine). The SIZE of your physic bodies will determine how good the collision physics on…
…*outside* the model’s body. You better plan your movement for such collision not to happen… or try and create a more sophisticated rigging :D. Maybe I will some day, if…
…shot with a distorted camera view… done so as to hide the fact that my Neru model has some kind of a collision conflict causing a portion of her skirt…
…followcam, though, you will only get a tiny shift counter-clockwise instead. To compensate for such collisions, use followcam’s YSpin+ and YSpin- morphs that rotate the camera 360° clock- and counter-clockwise…
…the ball starts moving. Why? Basically because she kicked it out of her way so that she could occupy the same space. Physics in MMD is primarily used for collision…
…going to need a few rigid bodies. These are just abstract bodies, so check all of the non-collision groups. Make one a bone-type body attached to your IKX bone, and…
…Inside the User File folder is the Model folder… there they are! bandages Check the collision groups. The floor is assigned to collision group 16, and anything set to non-collide…